Hover Carnage





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There are three basic types of weapons in Hover Carnage: rockets, mines, and energy weapons.

  • Energy weapons are the simplest weapon type, but they understandably consume the most energy. They have the nice characteristic of being practically instantaneous. One energy weapon is the singularity machine gun, which riddles your opponent with a barrage of tiny black holes. Another is the laser blaster, which sends out a ray of minor pain.

  • Rockets are the weapons with the widest array of options: payload, propulsion, and trigger. They are side-mounted, dual-firing projectiles that can pack quite a punch, depending on your payload selection.

  • Mines are released from behind and hover over the surface of the tunnel, waiting for an unsuspecting ship to come careening into them. You can configure your mines by payload and trigger. Mines do not have any propulsion other than the original velocity with which you impart them upon release.
With all this talk of configuring weapons, you may be a little be vexed that we're departing from the realm of action deathmatch games and into the land of gratuitously-complicated RPGs. Not to worry. Configuration of weapons only occurs between rounds of play. You're able to configure four projectile weapons that you can switch between during battle, and then you also have the use of the two energy weapons. But if you don't want to deal with any of these options, you can select from pre-configured weapons types. The options are really there for those who want to experiment with tweaking weapons to their liking. The goal is to allow players to develop a wide variety of strategies for attacking other players, defending themselves, and hopefully even cooperating.

Here's a table of all the options you have when configuring a projectile weapon. For example, you could create an explosive, ion-propelled rocket with a proximity trigger. Or you could design a an EMP mine that will detonate on your signal. It's all up to you. Then, with the weapons schematics you've designed, you can automatically construct a real projectile at any time during battle with your ship's molecular assembler. So the action-packed combat is similar to any other action game. The difference is that between rounds of battle, you get to design your own weapons!

Category Types Heat Mass Energy Notes
Payload None 0 0 0 inflicts zero damage; breaks apart upon triggering or impact
Explosives 20 30 5 inflicts moderate impact damage, plus minor blast damage
Nanites 5 20 20 inflicts zero impact damage, plus moderate damage for several seconds after impact
Sparklers 20 10 20 inflicts zero damage; continually emits heat and light to confuse targetting systems
EMP 30 5 40 temporarily disables various systems; can be triggered by another EMP
Micronuke 50 50 20 inflicts major impact damage, plus moderate blast damage
Jello 0 0 0 causes an object to rotate wildly in response to collision ; rapidly coats object with a layer of sticky film, causing it to stick to walls or other objects
Singularity 0 LARGE_NUM 0 This weapon is a charge that creates a momentary nano-black hole at its center. The black hole draws nearby items towards it. Those unlucky enough to intersect the event horizon are lost forever.
Propulsion None 0 0 0 provides no thrust of its own
Ion 10 10 20 provides low thrust; temporarily disabled by EMP
Gravitational 5 10 50 provides high thrust; temporarily disabled by EMP
Chemical 20 20 5 provides medium thrust
Nuclear 20 50 10 provides high thrust; temporarily disabled by EMP
Trigger None 0 0 0 only detonates upon impact
Time Delay 0 1 1 user-configurable number of seconds
Proximity to Target 0 1 5 user-configurable range; temporarily disabled by EMP
Signal 0 1 1 temporarily disabled/triggered by EMP near craft or projectile

Properties: In the above table, Heat is the amount of heat or electromagnetic radiation released (for propulsion types, the release is constant, but for payload types, the release is upon detonation). Mass and Energy are the respective amounts of your ship's matter and energy stores required to construct one projectile during battle.

Payload refers to the flavor of pain that a particular projectile inflicts upon the unlucky recipient.

Propulsion is the means by which a projectile propels itself from one place to another. Projectiles with propulsion types that have high thrust values cannot turn very quickly, and so they will perform poorly at homing onto a target. But such projectiles do have the benefit of being very speedy. Note that mines cannot have any propulsion.

Trigger is the means by which a projectile decides when to detonate. All projectiles explode when they receive damage, such as upon impact, but a trigger allows a projectile to go boom for other reasons, too.